-5 is quite a lot indeed, but i’ll take it for a +4 cr.lk.
USF Fei just looks a lot better with this one buff.
Yeah very true. I’m trying to stop using cr lk anyways. Playing the ultra mod made me realize I use it way to much. Cr lk to stand hp rekka will be nice for sure. I doubt it will stay but definitely hope it does.
You just have to space properly, you have to do that now anyway. The tenshin scaling is quite a big blow so this buff evens that out , he should get to keep this if the developers have any sense.
I’d personally have liked a corner combo like yang to keep things fresh, he will still feel much the same.
Hey guys,
I thought I would stop by to share my thoughts about USF4 Fei.
You can read most facts I noticed on my twitter https://twitter.com/StarNab
The rekka LP nerf is bad. Really.
First the range. In AE, it was safe to cr.mp > rekka at almost any range. Now this whiffs either on hit or block a lot. You really have to judge the distance very well to do this. In the 1st place I thought too that the rekka would be safier since it traveled less distance. It’s not the case. You end up as close as in AE but with less distance traveled.
Also it’s now -5 on block. It’s now very hard to space it safely against Sagat for example : he get guaranteed DP for 70% of blocked rekkas. If you go for cr.lp / st.lp > rekka this rises to 100%.
cr.lk is +4 which means you can combo into hp or cr.mp. 1st option is good since you can DP FADC blabla on some characters. But you ll need to hit confirm that so you need : cr.lk cr.lk st.hp. This is probably character specific but worked on the ones i tried. Careful because on characters like Makoto, the fk will whiff ; you have to go for rekkas.
Were there any other changes to lp rekka possibly?
Do you think the changes to lp rekka are just a matter of getting used to?
I’m hoping that’s the case because Fei is considered good in the current Japanese build and if he doesn’t properly space his rekka (which is just as hard in that build unless another adjustment to lp rekka was made) the problems you had against Sagat would be the same against a character with a faster reversal like Ryu; and they seem to be making it work.
@StarNab
Oh. So it looks like ex rekka will be our only safe pressure tool now.
cr.lk being +4 is interesting though, mainly because hit-confirming into cr.lp -> rekka will become much more practical.
Anyway, do you feel he’s still a viable character? I’m afraid that with the intention of fixing the Sagat MU, they ruined a lot of other MUs as well…
The thing is I don’t understand how to properly use the rekkas. It was fair to make every other versions very unsafe. But the LP rekka is supposed to be his main tool in a way that if you’re at a range where you can be properly space the rekka LP and make it safe, your opponent has most likely done something wrong in the matchup already.
Now, you have to get even closer to use the new rekka and you’re not even rewarded with safe options.
The issue with Sagat will be the same with any DP-character I think especially the ones with faster DPs
This will be a very defensive game. Sagat also has a nerf to his Low Tigershot and also the Dp -5 change effects both characters.
This edition is going to be quite slow paced.
^ That and DWU. Attacking is not rewarded anymore, and doing nothing will be the best option for both characters. God, the more I think of it the more I want to quit this game.
So…when’s SF5?
Duaie I was just talking to my boy the same exact thing lol
I’m not really sure the direction Capcom is wanting to push Fei Long into with these nerfs to Light Rekka. Further toning down his primary pressure tool, nothing really interesting besides cr.LK being +4 (which is really more a given for the nerfs they’ve done to it) that might suggest a change in style… I don’t know. It just seems like they want us to still generally play him the same, just with the knowing that Light Rekka could be a blow up against characters with a DP or 3~4F normal with good reach.
I guess we’ll need to squat about and fish with cr.MP much more than we might on average?
Give some chip damage back on the first hit. That way when I’m getting my jaw busted I know I did more than 7 Damage. Hoho.
I am curious to see how viable going for the cr.LK > st.HP will be. Just thinking about it, I can’t really see myself using it often, mainly because the situations that come to mind, I’d likely be able to do st.LP > st.Hp anyway.
Plus–with my shoddy execution–the idea of doing 2 1F links consecutively is terrifying.
The good thing about the cr.LK >st.HP is that it’s also a frame trap if you miss the link, canceling the HP into EX rekka will allow you to some serious shenanigans with his Tenshin too.
I agree though, I’ve always said hes been quite a boring character since V2012 when played properly and I can only see that getting worse now.
I’m seriously thinking about picking Hawk up as an Alt, and I already main Sagat so Fei might just have to tag in now and again as a supplement. He’ll still be good but man you are going to have to put some serious patience into his game, it’s like they want you to play turtle Fei. I think characters like Vega, Balrog, Bison, Guile and probably even Chun Li are going to be a total nightmare.
http://www.capcom-unity.com/street_fighter/blog/2014/05/22/usfiv-final-character-change-list
Final Change List. We got:
-Less range on focus attack. Capcom, c’mon now.
-2nd Rekka all ver. more unsafe on block .Ok, whatever.
+Mk CW better hitbox.
+Cr.lk +4 on hit. No guard advantage so it’s good but could have been better.
+Cls.HP comes out even when a bit farther. Nice buff.
+Fwd.Hk less pushback. Possibly better for combos.
Ok, I’ll take it.
hmmm I knew about the less range on the focus attack, when I played with him at the NWM build, hmm is this ==> “MK flip kick hitbox expanded to hit on all opponents” really chicken wing? I though that would have been his overhead.
I’ll take it! I knew fa would be decreased it’ll still be the best in the game lol.
Oh, is it? Chicken wing has problems connecting, so I assumed that was it. Never saw anything going wrong with his overhead in all these years too.
i never had any problems connecting his MK chicken wing. You have to delay it a bit more compared to the HK version
LP rekka being -5 on block is his biggest nerf. That’s some AE deejay ****
MK and HK CW whiffs entirely against some standing characters, so that’s what I was thinking. But could be his overhead indeed. Wish they could be more clear.
It doesn’t say rekka is -5 though… maybe starnab didn’t test the final version?
Anyway I’m good with the changes. +4 on cr.lk especially